示例#1
0
    public void ResetFlag()
    {
        isStanby      = false;
        isShot        = false;
        isEndHitCheck = false;
        isResultView  = false;
        isEndResult   = false;
        isBattleStart = false;

        hitPos  = GameCommonData.HitPosition.Null;
        hitTime = 0;
    }
示例#2
0
    //**************************************************************************************************************


    //public void PassShotCheck(int playerCode)
    //{
    //    photonView.RPC("ShotCheck", PhotonTargets.AllViaServer, playerCode);
    //}
    /// <summary>
    /// 発砲を行ったかを取得する。
    /// </summary>
    /// <param name="PlayerCode">発砲したプレイヤー(1=1P,2=2P)</param>
    //[PunRPC]
    //public void ShotCheck(int playerCode)
    //{
    //    if (gameData.GetNowPhase == GameCommonData.Phase.BattlePhase)
    //    {
    //        playerShot[playerCode] = true;
    //        Debug.Log(playerShot[playerCode]);
    //    }
    //}

    public void HitCheck(GameCommonData.HitPosition _hitPos)
    {
        // hitcheck前の場合のみ
        if (!gameData.myData.IsEndHitCheck)
        {
            gameData.myData.HitPos        = _hitPos;
            gameData.myData.HitTime       = time;
            gameData.myData.IsEndHitCheck = true;
            gameData.PassPlayerUpdata();
        }

        //Debug.Log("<color=red>InHitCheck</color>" + phaseCheck.NowPhaseGet);
        //if (!playerReady[playerCode] && phaseCheck.NowPhaseGet == PhaseCheck.Phase.BattlePhase)
        //{
        //    Debug.Log("playerReady = false");
        //    hitPos[playerCode] = HitPos;
        //    hitTime[playerCode] = battle.GetTime;

        //    playerReady[playerCode] = true;

        //    if (HitPos == HitPosition.Null) hitTime[playerCode] = 5;
        //}
    }